typos in the Main menu section, grouping 2 pages about Keybindings
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---
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layout: default
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title: Key Bindings
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---
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<p>
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Almost every available function in Ardour can be executed via a
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<dfn>key binding</dfn> or <dfn><abbr title="Open Sound
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Control">OSC</abbr></dfn> command. There are many more functions
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available than there are keys on even the largest current computer
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keyboards, so only a subset of them are bound to keys by default.
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</p>
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<h2>Key bindings for menu items</h2>
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<p>
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Existing key bindings in menus are listed on the right side of the
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menu items.
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</p>
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<p>
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To create a custom key binding for a menu item quickly, navigate to
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the relevant (sub-) menu, hover over the item with the mouse and press
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the desired combination of modifiers and key.
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</p>
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<p class="warning">
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Ardour will silently re-assign the binding if you use a key
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combination that is already in use, possibly removing a standard
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keyboard shortcut without warning you. That might lead to confusion
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when you ask other users for help, and they explain something in terms
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of a standard key binding, which will then have a completely
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different effect on your system.
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</p>
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<h2>Key binding editor</h2>
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<p>
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For a complete overview of all existing keyboard bindings, go to
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<kbd class="menu">Window > Key Bindings</kbd>. This widget will let
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you view and edit even those functions that are not available in the menu,
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and even remove key bindings altogether.
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</p>
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@ -1,57 +0,0 @@
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---
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layout: default
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title: Selection Techniques
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---
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<p>
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Ardour follows the conventions used by most other computer software
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(including other DAWs) for <dfn>selecting objects</dfn> in the
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<abbr title="Graphical User Interface">GUI</abbr>.
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</p>
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<h2>Selecting individual objects</h2>
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<p>
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Clicking on an object (sometimes on a particular part of its
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on-screen representation) will select the object, and deselect other
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similar objects.
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</p>
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<h2>Selecting multiple (similar) objects</h2>
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<p>
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A <kbd class="mod1 mouse">left</kbd> click on an object toggles its
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<samp>selected</samp> status, so using <kbd class="mod1 mouse">left</kbd>
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on a series of objects will select (or deselect) each one of them. You can
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construct completely arbitrary selections with this technique.
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</p>
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<h2>Selecting a range of objects</h2>
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<p>
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In cases where the idea of "select all objects between this one and that
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one" makes sense, you can select one object and then click
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<kbd class="mod3 mouse">left</kbd> on another to select both of them as
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well as all objects in between.
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</p>
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<h2>Time range selection</h2>
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<p>
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To select a time <dfn>range</dfn> in the Editor,
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click <kbd class="mouse">Left</kbd> and drag the mouse.
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A <kbd class="mod1 mouse">Left</kbd> drag then lets you create other
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ranges and a <kbd class="mod3 mouse">left</kbd> click extends a range
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to cover a wider area.
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</p>
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<h2>Selection Undo</h2>
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<p>
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The set of objects (including time range) that are selected at any one
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time is known as the selection.
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Each time you select or deselect an object, the new selection is stored in an
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undo/redo stack.
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This stack is cleared each time the content of the timeline changes.
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If you have built up a complex selection and then accidentally cleared it,
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choosing <kbd class="menu">Edit > Undo Selection Change</kbd> will restore your
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previous selection.
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If you then decide that you had in fact made the correct change, choosing
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<kbd class="menu">Edit > Redo Selection Change</kbd> will take you back
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to where you were before you chose <kbd class="menu">Edit > Undo Selection Change</kbd>.
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</p>
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@ -1,19 +0,0 @@
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---
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layout: default
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title: Tooltips
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---
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<p>
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By default, Ardour will show helpful <dfn>tooltips</dfn> about
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the purpose and use of each <abbr title="Graphical User
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Interface">GUI</abbr> element if you position the pointer
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over it and hover there for a short while.
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These little pop-up messages can be a good way to discover the
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purpose of many aspects of the GUI.
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</p>
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<p>
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Pop-ups can be distracting for experienced users, who may opt to
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disable them via <kbd class="optoff">Edit > Preferences > GUI >
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Show tooltip if mouse hovers over a control</kbd>.
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</p>
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@ -1,36 +0,0 @@
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---
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layout: default
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title: Undo/Redo for Editing
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---
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<p>
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While editing, it happens that you apply an unintended change, or make
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a choice one that you later decide was wrong. All changes to the
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arrangement of session components (regions, control points) along the
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timeline can be <dfn>undone</dfn> (and <dfn>redone</dfn> if necessary).
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</p>
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<p>
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The default keybindings are <kbd class="mod1">Z</kbd> for Undo and
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<kbd class="mod1">R</kbd> for Redo. These match the conventions of most
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other applications that provide undo/redo.
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</p>
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<p>
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Changes are also saved to the <dfn>session history</dfn> file, so that
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undo/redo is possible even if you close the session and reopen it later,
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even if you quit Ardour in between.
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</p>
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<p>
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The maximum number of changes that can be undone can be configured under
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<kbd class="menu">Edit > Preferences > Misc > Undo</kbd>.
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The maximum number of changes stored in the history file is a separate
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parameter, and can also be set in the same place.
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</p>
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<p class="note">
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In addition to the normal undo (which works only on actions that change
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the timeline), there is a <dfn>visual undo</dfn> which will revert any
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command that affects the display of the editor window. Its shortcut is
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<kbd class="mod3">Z</kbd>.
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There is also an undo for selection. See
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<a href="/ardours-interface/basic-gui-operations/selection-techniques/">Selection Techniques</a> for more information.
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</p>
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---
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layout: default
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title: Using the Mouse
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---
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<h2>Clicking</h2>
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<p>
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Throughout this manual, the term <dfn>click</dfn> refers to the act of pressing
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and releasing the <kbd class="mouse">Left</kbd> mouse button. This action is used to select objects, activate
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buttons, turn choices on and off, pop up menus and so forth.<br />
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On touch surfaces, it also corresponds to a single, one-finger tap on
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the GUI.
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</p>
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<h2>Right Clicking</h2>
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<p>
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The term <dfn>right-click</dfn> refers to the act of pressing and releasing
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the <kbd class="mouse">Right</kbd> mouse button.
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This action is used to pop up <dfn>context menus</dfn> (hence the term
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"context click", which you will also see). It is also used by default in
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combination with the shift key to delete objects within the editor
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window.
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</p>
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<p class="note mac">
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Some mice designed for use with Mac OS X may have only one button. By
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convention, pressing and holding the Control key while clicking is
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interpreted as a right-click by many application..
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</p>
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<h2>Middle Clicking</h2>
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<p>
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A <dfn>middle-click</dfn> refers to the act of pressing and releasing the
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<kbd class="mouse">Middle</kbd> mouse button. Not all all mice have a middle click button
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(see the <a href="/setting-up-your-system/mouse/">Mouse</a> chapter for
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details). Sometimes the scroll wheel acts as a clickable middle button.
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This action is used for time-constrained region copying and mapping MIDI
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bindings.
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</p>
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<p class="note">
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Internally, your operating system may identify the mouse buttons as
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<kbd class="mouse">Button1</kbd>, <kbd class="mouse">Button2</kbd>, and
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<kbd class="mouse">Button3</kbd>, respectively. It may be possible to
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invert the order of buttons to accommodate left-handed users, or to re-assign
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them arbitrarily. This manual assumes the canonical order.
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</p>
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<h2>Double Clicking</h2>
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<p>
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A <dfn>double click</dfn> refers to two rapid press/release cycles on the
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leftmost mouse button. The time interval between the two actions that
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determines whether this is seen as two clicks or one double click is
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controlled by your system preferences, not by Ardour.
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</p>
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<h2>Dragging</h2>
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<p>
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A <dfn>drag</dfn> primarily refers to the act of pressing the leftmost
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mouse button, moving the mouse with the button held down, and then
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releasing the button. On touch surfaces, this term also corresponds to
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a single one-finger touch-move-release action.
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</p>
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<p>
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Ardour also uses the middle mouse button for certain kinds of drags,
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which will be referred to as <dfn>middle-drag</dfn>.
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</p>
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<h2>Modifiers</h2>
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<p>
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There are many actions in Ardour that can be carried out using a mouse
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button in combination with a <dfn>modifier key</dfn>. When the manual
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refers to <kbd class="mod1 mouse">Left</kbd>, it means that you should first
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press the <kbd class="mod1"></kbd> key, carry out a left click
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while <kbd class="mod1"></kbd> is held down, and then finally release the key.
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</p>
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<p>
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Available modifiers depend on your platform:
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</p>
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<h3>Linux Modifiers</h3>
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<ul>
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<li><kbd>Ctrl</kbd> (Control)</li>
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<li><kbd>Shift</kbd></li>
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<li><kbd>Alt</kbd></li>
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<li><kbd>Mod2</kbd></li>
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<li><kbd>Mod3</kbd></li>
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<li><kbd>Mod4</kbd></li>
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<li><kbd>Mod5</kbd></li>
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</ul>
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<p class="warning">
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The following section is almost certainly wrong. Will need to be checked
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and rewritten asap.
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</p>
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<p>
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Mod2 typically corresponds to the <kbd>NumLock</kbd> key on many systems.
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On most Linux systems, there are no keys that will function as modifiers
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Mod3, Mod4 or Mod5 by default, but they can be setup using
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<dfn>xmodmap(1)</dfn>. This can be rather useful.
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</p>
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<h3>OS X Modifiers</h3>
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<ul>
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<li><kbd>Cmd</kbd> (Command, "windmill")</li>
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<li><kbd>Ctrl</kbd> (Control)</li>
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<li><kbd>Alt</kbd> (Option)</li>
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<li><kbd>Shift</kbd></li>
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</ul>
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<h2>Scroll Wheel</h2>
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<p>
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Ardour can make good use of a <dfn>scroll wheel</dfn> on your mouse, which can be
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utilized for a variety of purposes. Scroll wheels generate vertical
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scroll events, <kbd class="mouse">⇑</kbd> (ScrollUp) and
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<kbd class="mouse">⇓</kbd> (ScrollDown). Some also emit horizontal
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events, <kbd class="mouse">⇐</kbd> (ScrollLeft) and
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<kbd class="mouse">⇒</kbd> (ScrollRight).
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</p>
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<p>
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When appropriate, Ardour will differentiate between these two different
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scroll axes. Otherwise it will interpret ScrollDown and ScrollLeft as
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equivalent and similarly interpret ScrollUp and ScrollRight as equivalent.
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</p>
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<p>
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Typically, scroll wheel input is used to adjust
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<dfn>continuous controls</dfn> such as faders and knobs, or to scroll
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vertically or horizontally inside a window.
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</p>
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@ -1,35 +0,0 @@
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---
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layout: default
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title: Cut and Paste Operations
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---
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<p>
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The <dfn>clipboard</dfn> is a holder for various kinds of objects (regions,
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control events, plugins) that is used during <dfn>cut-and-paste
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operations</dfn>.
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</p>
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<h2>Cut</h2>
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<p>
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A <dfn>cut</dfn> operation removes selected objects and places them in the
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clipboard. The existing contents of the clipboard are overwriten.<br />
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The default key binding is <kbd class="mod1">x</kbd>.
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</p>
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<h2>Copy</h2>
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<p>
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A <dfn>copy</dfn> of the selected objects are placed in clipboard. There is
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no effect on the selected objects themselves. The existing contents of the
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clipboard are overwritten. <br />
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The default key binding is <kbd class="mod1">c</kbd>.
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</p>
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<h2>Paste</h2>
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<p>
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The current contents of the clipboard are <dfn>paste</dfn>d (inserted)
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into the session, using the current <dfn>edit point</dfn> as the
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destination. The contents of the clipboard remain unchanged — you
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can paste the same item multiple times. <br />
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The default key binding is <kbd class="mod1">v</kbd>.
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</p>
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@ -1,38 +0,0 @@
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---
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layout: default
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title: Deleting Objects
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---
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<p>
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Within the Editor window (and to some extent within the Mixer window too),
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there are several techniques for <dfn>deleting</dfn> objects (regions,
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control points, and more).
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</p>
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<h2>Using the mouse and keyboard</h2>
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<p>
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Select the object(s) and then press the <kbd>Del</kbd> key.
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This does <strong>not</strong> put the deleted object(s) into the cut
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buffer, so they cannot be pasted elsewhere.
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</p>
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<h2>Using normal cut and paste shortcuts</h2>
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<p>
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Select the object(s) and then press <kbd class="mod1">x</kbd>. This puts
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the deleted object(s) into the cut buffer so that they could be pasted
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elsewhere.
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</p>
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<h2>Using just the mouse</h2>
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<p>
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By default, <kbd class="mouse">Shift Right</kbd> will delete the
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clicked-upon object. Like the Del key, this does <strong>not</strong>
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put the deleted object(s) into the cut buffer.
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</p>
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<p>
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The modifier and mouse button used for this can be controlled via
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<kbd class="menu">Edit > Preferences > User Interaction >
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Delete using ...</kbd>. Any modifier and mouse button combination can
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be used.
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</p>
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@ -61,7 +61,7 @@ title: The Transport Menu
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<dt class="sub1">To Next Region Sync</dt><dd>Moves the currently selected to the next region sync point (by default : beginning or end of the region)</dd>
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<dt class="sub1">To Previous Region Sync</dt><dd>Same, to the left</dd>
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<dt>Markers</dt><dd></dd>
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<dt class="sub1">Add Mark from Playhead</dt><dd>Creates a Marker at he position of the playhead</dd>
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<dt class="sub1">Add Mark from Playhead</dt><dd>Creates a Marker at the position of the playhead</dd>
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<dt class="sub1">Remove Mark at Playhead</dt><dd>Removes any marker at the position of the playhead</dd>
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<dt class="sub1">Toggle Mark at Playhead</dt><dd>Combine the 2 previous : if a marker exists, deletes it, otherwise create it</dd>
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@ -101,7 +101,7 @@ title: The Edit Menu
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<dt>Scripted Actions</dt><dd></dd>
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<dt class="sub1">[] Script Manager</dt><dd>Shows the <a href="/lua-scripting/">Script manager</a>, allowing to use and manage the Lua scripts in the session</dd>
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<dt class="sub1">Unset #<em>n</em></dt><dd>Desactivate the <em>n</em>th script</dd>
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<dt class="sub1">Unset #<em>n</em></dt><dd>Deactivate the <em>n</em>th script</dd>
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<dt>Preferences</dt><dd>Displays the <a href="/preferences-and-session-properties/preferences-dialog/">Preferences</a> panels, allowing to change Ardour's behaviour</dd>
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</dl>
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@ -2,35 +2,55 @@
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layout: default
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||||
title: Default Keyboard Bindings
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menu-title: Key Bindings
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---
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---
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<p>
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Almost every available function in Ardour can be bound to a keyboard
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shortcut (and those few that cannot will usually respond to an <a
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href="/using-control-surfaces/controlling-ardour-with-osc/"><abbr
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title="Open Sound Control">OSC</abbr> command</a>). Ardour comes with a
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title="Open Sound Control">OSC</abbr> command</a>). Ardour comes with a
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rich set of default <dfn>key bindings</dfn> for the most commonly used
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functions.
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</p>
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<p>These bindings strive to be <dfn>mnemonic</dfn>, that is, easy and intuitive
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to remember, and follow widely accepted conventions. As a general rule,
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the first letter of an operation will be used for as a shortcut, if
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available. This does not necessarily lead to the best ergonomics for
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rapid editing — there are alternative binding sets for that —
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but it does make it simpler for newcomers to remember some of the most
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<p>These bindings strive to be <dfn>mnemonic</dfn>, that is, easy and intuitive
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to remember, and follow widely accepted conventions. As a general rule,
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the first letter of an operation will be used for as a shortcut, if
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available. This does not necessarily lead to the best ergonomics for
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rapid editing — there are alternative binding sets for that —
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but it does make it simpler for newcomers to remember some of the most
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useful ones, for example<br />
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<kbd>S</kbd> for <kbd class="menu">Region > Edit > Split"</kbd>
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or<br />
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<kbd>P</kbd> for <kbd class="menu">Transport > Playhead > Playhead to Mouse</kbd>.
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</p>
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<p>
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Almost every key binding in Ardour can be changed in
|
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Existing key bindings in menus are listed on the right side of the
|
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menu items. To create a custom key binding for a menu item quickly, navigate to
|
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the relevant (sub-) menu, hover over the item with the mouse and press
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the desired combination of modifiers and key.
|
||||
</p>
|
||||
|
||||
<p class="warning">
|
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Ardour will silently re-assign the binding if you use a key
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combination that is already in use, possibly removing a standard
|
||||
keyboard shortcut without warning you. That might lead to confusion
|
||||
when you ask other users for help, and they explain something in terms
|
||||
of a standard key binding, which will then have a completely
|
||||
different effect on your system.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
Almost every key binding in Ardour can be looked for and/or changed in
|
||||
<kbd class="menu">Window > Key Bindings</kbd>.
|
||||
</p>
|
||||
|
||||
<p>
|
||||
The conventions for using modifier keys (<kbd class="mod1"> </kbd>, <kbd
|
||||
class="mod2"> </kbd>, <kbd class="mod3"> </kbd> etc.) differ among platforms, so we
|
||||
class="mod2"> </kbd>, <kbd class="mod3"> </kbd> etc.) differ among platforms, so we
|
||||
provide different default bindings for each.
|
||||
</p>
|
||||
|
||||
|
||||
{% children %}
|
||||
|
|
Loading…
Reference in New Issue